Pass Turn

This commit is contained in:
fu-majime 2024-03-16 22:28:59 +09:00
parent 4f3b502f2e
commit c618172545
2 changed files with 16 additions and 7 deletions

View file

@ -13,6 +13,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
public Animator damageAnim; public Animator damageAnim;
public bool isDamage = false; public bool isDamage = false;
// int life = 24;
public void Shoot() public void Shoot()
{ {
@ -22,6 +23,12 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
public void Damage() public void Damage()
{ {
// if (life > 0) {
// life = Mathf.Max(life - 8, 0);
// } else {
// // Gameover if you miss in next interval
// }
isDamage = true; isDamage = true;
shipAnim.Play("shipDamage", 0, 0); shipAnim.Play("shipDamage", 0, 0);
damageAnim.Play("damage", 0, 0); damageAnim.Play("damage", 0, 0);

View file

@ -154,7 +154,7 @@ namespace HeavenStudio.Games
{ {
foreach (var crEvent in crHandlerInstance.queuedEvents) foreach (var crEvent in crHandlerInstance.queuedEvents)
{ {
SpawnEnemy(crEvent.beat, crEvent.DynamicData["pos"], false, crHandlerInstance.intervalLength); SpawnEnemy(crEvent.beat, crEvent.DynamicData["pos"], false, crHandlerInstance.intervalLength, true);
} }
} }
} }
@ -227,13 +227,15 @@ namespace HeavenStudio.Games
} }
} }
public void SpawnEnemy(double beat, Vector2 pos, bool active = true, float interval = 4f) public void SpawnEnemy(double beat, Vector2 pos, bool active = true, float interval = 4f, bool awake = false)
{ {
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return; if (!awake)
{
crHandlerInstance.AddEvent(beat, crParams: new(){ if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
new CallAndResponseHandler.CallAndResponseEventParam("pos", pos), crHandlerInstance.AddEvent(beat, crParams: new(){
}); new CallAndResponseHandler.CallAndResponseEventParam("pos", pos),
});
}
var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent<Enemy>(); var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent<Enemy>();
spawnedEnemies.Add(newEnemy); spawnedEnemies.Add(newEnemy);